06-24-2005, 11:41 PM
Rinnhart,Jun 24 2005, 04:56 PM Wrote:Sanc does not reduce past the minimum hit.
Yes, yes it does. Minimum mitigation limit is a diminishing-returns formula applied to armor based on armor types. Even if it didn't, the use for slapping it on AoEing mages gives it flexibility and usefulness.
Quote:On a PvE server, that might be the case. PvP? If you're fighting monsters more than players, you're either really out in the sticks or in an instance! And how, exactly, is a stun/interrupt BAD for PvE?
I don't play on a PvP server and never will, so saying "PvP server" in response to anything I say is a waste of time. Your points may very well be valid for PvP servers, but I don't know and I don't care.
And a stun/interrupt is bad for PvE when getting it costs you things that have much greater utility. In large raids, the mobs will be immune to Repentance; in smaller ones, like UBRS/Strat/Scholo, your other raid members will have far more effective ways of doing the same thing that don't cost 31 talent points.
Quote:You call going for repentence a waste of points due to the to the iSoJ req, when it adds a powerful secondary stun/interrupt, but then say sanctity is worth the cost of investing in iSoR, when it adds a whole 10% Holy Damage and uses your aura slot.
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I specifically say that Sanctity isn't worth the cost unless all you ever intend to do is solo a lot at decent speed. For any serious work, Sanctity is a waste, as well, but if you don't ever intend to be serious about your paladin (I have never intended to take my 60 paladin into endgame instances and probably will not do so much if ever in the future), that's when you take it. I think that point was clearly made in my initial post. Sanctity is a choice you make when your situation is far from typical.